Merge branch 'master' into jgrpp

# Conflicts:
#	src/network/core/tcp_connect.cpp
pull/341/head
Jonathan G Rennison 2 years ago
commit 0b45103eed

@ -1324,10 +1324,10 @@ protected:
static CargoID produced_cargo_filter;
enum class SorterType : uint8 {
IDW_SORT_BY_NAME, ///< Sorter type to sort by name
IDW_SORT_BY_TYPE, ///< Sorter type to sort by type
IDW_SORT_BY_PRODUCTION, ///< Sorter type to sort by production amount
IDW_SORT_BY_TRANSPORTED, ///< Sorter type to sort by transported percentage
ByName, ///< Sorter type to sort by name
ByType, ///< Sorter type to sort by type
ByProduction, ///< Sorter type to sort by production amount
ByTransported, ///< Sorter type to sort by transported percentage
};
/**
@ -1552,9 +1552,9 @@ protected:
}
switch (static_cast<IndustryDirectoryWindow::SorterType>(this->industries.SortType())) {
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_NAME:
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TYPE:
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_PRODUCTION:
case IndustryDirectoryWindow::SorterType::ByName:
case IndustryDirectoryWindow::SorterType::ByType:
case IndustryDirectoryWindow::SorterType::ByProduction:
/* Sort by descending production, then descending transported */
std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
if (a.production != b.production) return a.production > b.production;
@ -1562,7 +1562,7 @@ protected:
});
break;
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TRANSPORTED:
case IndustryDirectoryWindow::SorterType::ByTransported:
/* Sort by descending transported, then descending production */
std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
if (a.transported != b.transported) return a.transported > b.transported;

@ -249,6 +249,8 @@ void NetworkTCPSocketHandler::LogSentPacket(const Packet &pkt) {}
*/
bool NetworkTCPSocketHandler::CanSendReceive()
{
assert(this->sock != INVALID_SOCKET);
fd_set read_fd, write_fd;
struct timeval tv;

@ -91,15 +91,15 @@ private:
* lock on the game-state.
*/
enum class Status {
INIT, ///< TCPConnecter is created but resolving hasn't started.
RESOLVING, ///< The hostname is being resolved (threaded).
FAILURE, ///< Resolving failed.
CONNECTING, ///< We are currently connecting.
CONNECTED, ///< The connection is established.
Init, ///< TCPConnecter is created but resolving hasn't started.
Resolving, ///< The hostname is being resolved (threaded).
Failure, ///< Resolving failed.
Connecting, ///< We are currently connecting.
Connected, ///< The connection is established.
};
std::thread resolve_thread; ///< Thread used during resolving.
std::atomic<Status> status = Status::INIT; ///< The current status of the connecter.
std::atomic<Status> status = Status::Init; ///< The current status of the connecter.
std::atomic<bool> killed = false; ///< Whether this connecter is marked as killed.
addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses.

@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uin
break;
case SERVER_ADDRESS_INVITE_CODE:
this->status = Status::CONNECTING;
this->status = Status::Connecting;
_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
break;
@ -254,14 +254,14 @@ void TCPConnecter::Resolve()
if (error != 0) {
DEBUG(net, 0, "Failed to resolve DNS for %s", this->connection_string.c_str());
this->status = Status::FAILURE;
this->status = Status::Failure;
return;
}
this->ai = ai;
this->OnResolved(ai);
this->status = Status::CONNECTING;
this->status = Status::Connecting;
}
/**
@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity()
if (this->killed) return true;
switch (this->status) {
case Status::INIT:
case Status::Init:
/* Start the thread delayed, so the vtable is loaded. This allows classes
* to overload functions used by Resolve() (in case threading is disabled). */
if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
this->status = Status::RESOLVING;
this->status = Status::Resolving;
return false;
}
@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity()
* connection. The rest of this function handles exactly that. */
break;
case Status::RESOLVING:
case Status::Resolving:
/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
return false;
case Status::FAILURE:
case Status::Failure:
/* Ensure the OnFailure() is called from the game-thread instead of the
* resolve-thread, as otherwise we can get into some threading issues. */
this->OnFailure();
return true;
case Status::CONNECTING:
case Status::CONNECTED:
case Status::Connecting:
case Status::Connected:
break;
}
@ -363,7 +363,10 @@ bool TCPConnecter::CheckActivity()
return true;
}
/* Check for errors on any of the sockets. */
/* If a socket is writeable, it is either in error-state or connected.
* Remove all sockets that are in error-state and mark the first that is
* not in error-state as the socket we will use for our connection. */
SOCKET connected_socket = INVALID_SOCKET;
for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
NetworkError socket_error = GetSocketError(*it);
if (socket_error.HasError()) {
@ -371,34 +374,28 @@ bool TCPConnecter::CheckActivity()
closesocket(*it);
this->sock_to_address.erase(*it);
it = this->sockets.erase(it);
} else {
it++;
continue;
}
}
/* In case all sockets had an error, queue a new one. */
if (this->sockets.empty()) {
if (!this->TryNextAddress()) {
/* There were no more addresses to try, so we failed. */
this->OnFailure();
return true;
/* No error but writeable means connected. */
if (connected_socket == INVALID_SOCKET && FD_ISSET(*it, &write_fd)) {
connected_socket = *it;
}
return false;
it++;
}
/* At least one socket is connected. The first one that does is the one
* we will be using, and we close all other sockets. */
SOCKET connected_socket = INVALID_SOCKET;
/* All the writable sockets were in error state. So nothing is connected yet. */
if (connected_socket == INVALID_SOCKET) return false;
/* Close all sockets except the one we picked for our connection. */
for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
if (connected_socket == INVALID_SOCKET && FD_ISSET(*it, &write_fd)) {
connected_socket = *it;
} else {
if (connected_socket != *it) {
closesocket(*it);
}
this->sock_to_address.erase(*it);
it = this->sockets.erase(it);
}
assert(connected_socket != INVALID_SOCKET);
DEBUG(net, 3, "Connected to %s", this->connection_string.c_str());
if (_debug_net_level >= 5) {
@ -406,7 +403,7 @@ bool TCPConnecter::CheckActivity()
}
this->OnConnect(connected_socket);
this->status = Status::CONNECTED;
this->status = Status::Connected;
return true;
}
@ -425,11 +422,11 @@ bool TCPServerConnecter::CheckActivity()
case SERVER_ADDRESS_INVITE_CODE:
/* Check if a result has come in. */
switch (this->status) {
case Status::FAILURE:
case Status::Failure:
this->OnFailure();
return true;
case Status::CONNECTED:
case Status::Connected:
this->OnConnect(this->socket);
return true;
@ -451,8 +448,10 @@ bool TCPServerConnecter::CheckActivity()
*/
void TCPServerConnecter::SetConnected(SOCKET sock)
{
assert(sock != INVALID_SOCKET);
this->socket = sock;
this->status = Status::CONNECTED;
this->status = Status::Connected;
}
/**
@ -460,7 +459,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
*/
void TCPServerConnecter::SetFailure()
{
this->status = Status::FAILURE;
this->status = Status::Failure;
}
/**

@ -566,6 +566,8 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &to
*/
void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &token, SOCKET sock, NetworkAddress &address)
{
assert(sock != INVALID_SOCKET);
/* Connecter will destroy itself. */
this->game_connecter = nullptr;

@ -41,7 +41,7 @@ public:
{
this->handler->connecter = nullptr;
handler->sock = s;
this->handler->sock = s;
}
};

@ -9,6 +9,7 @@
#include "stdafx.h"
#include "landscape.h"
#include "company_func.h"
#include "signs_base.h"
#include "signs_func.h"
#include "strings_func.h"
@ -62,3 +63,14 @@ void UpdateAllSignVirtCoords()
si->UpdateVirtCoord();
}
}
/**
* Check if the current company can rename a given sign.
* @param *si The sign in question.
* @return true if the sign can be renamed, else false.
*/
bool CompanyCanRenameSign(const Sign *si)
{
if (si->owner == OWNER_DEITY && _current_company != OWNER_DEITY && _game_mode != GM_EDITOR) return false;
return true;
}

@ -79,7 +79,7 @@ CommandCost CmdRenameSign(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
{
Sign *si = Sign::GetIfValid(p1);
if (si == nullptr) return CMD_ERROR;
if (si->owner == OWNER_DEITY && _current_company != OWNER_DEITY && _game_mode != GM_EDITOR) return CMD_ERROR;
if (!CompanyCanRenameSign(si)) return CMD_ERROR;
/* Rename the signs when empty, otherwise remove it */
if (!StrEmpty(text)) {

@ -18,6 +18,7 @@ extern SignID _new_sign_id;
void UpdateAllSignVirtCoords();
void PlaceProc_Sign(TileIndex tile);
bool CompanyCanRenameSign(const Sign *si);
/* signs_gui.cpp */
void ShowRenameSignWindow(const Sign *si);

@ -565,10 +565,14 @@ static WindowDesc _query_sign_edit_desc(
*/
void HandleClickOnSign(const Sign *si)
{
/* If we can't rename the sign, don't even open the rename GUI. */
if (!CompanyCanRenameSign(si)) return;
if (_ctrl_pressed && (si->owner == _local_company || (si->owner == OWNER_DEITY && _game_mode == GM_EDITOR))) {
RenameSign(si->index, nullptr);
return;
}
ShowRenameSignWindow(si);
}

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